Assignment for RMIT Mixed Reality in 2020
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/ReflectRefractSoapBubble"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_Opacity("Opacity", Range( 0 , 1)) = 0
_SoapAmount("Soap Amount", Range( 0 , 1)) = 0
_Specular("Specular", Range( 0 , 1)) = 0
_IndexofRefraction("Index of Refraction", Range( -3 , 4)) = 1
_Smoothness("Smoothness", Range( 0 , 1)) = 0.8
_Foam("Foam", 2D) = "white" {}
_TextureSample3("Texture Sample 3", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[Header(Refraction)]
_ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" }
Cull Back
GrabPass{ "RefractionGrab0" }
CGINCLUDE
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float3 worldNormal;
INTERNAL_DATA
float3 worldPos;
float2 uv_texcoord;
float4 screenPos;
};
uniform float _Specular;
uniform sampler2D _TextureSample3;
uniform sampler2D _Foam;
uniform float4 _Foam_ST;
uniform float _SoapAmount;
uniform float _Smoothness;
uniform float _Opacity;
uniform sampler2D RefractionGrab0;
uniform float _ChromaticAberration;
uniform float _IndexofRefraction;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
float3 temp_cast_0 = ( ( cos( ( ( 5.0 * v.vertex.y ) + _Time.y ) ) * 0.015 ) + ( sin( ( ( 5.0 * v.vertex.y ) + _Time.y ) ) * 0.005 ) );
v.vertex.xyz += temp_cast_0;
}
inline float4 Refraction( Input i, SurfaceOutputStandardSpecular o, float indexOfRefraction, float chomaticAberration ) {
float3 worldNormal = o.Normal;
float4 screenPos = i.screenPos;
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float halfPosW = screenPos.w * 0.5;
screenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW;
#if SHADER_API_D3D9 || SHADER_API_D3D11
screenPos.w += 0.0000001;
#endif
float2 projScreenPos = ( screenPos / screenPos.w ).xy;
float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
float3 refractionOffset = ( ( ( ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) ) * ( 1.0 / ( screenPos.z + 1.0 ) ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) ) );
float2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) );
float4 redAlpha = tex2D( RefractionGrab0, ( projScreenPos + cameraRefraction ) );
float green = tex2D( RefractionGrab0, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g;
float blue = tex2D( RefractionGrab0, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b;
return float4( redAlpha.r, green, blue, redAlpha.a );
}
void RefractionF( Input i, SurfaceOutputStandardSpecular o, inout fixed4 color )
{
#ifdef UNITY_PASS_FORWARDBASE
color.rgb = color.rgb + Refraction( i, o, _IndexofRefraction, _ChromaticAberration ) * ( 1 - color.a );
color.a = 1;
#endif
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
o.Normal = float3(0,0,1);
float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
float4 temp_cast_0 = _Specular;
float2 uv_Foam = i.uv_texcoord * _Foam_ST.xy + _Foam_ST.zw;
float2 temp_cast_1 = ( ( tex2D( _Foam,(abs( uv_Foam+(_SinTime.x*0.5 + 0.5) * float2(1,1 )))).r + ( abs( (uv_Foam.x*2.0 + -1.0) ) * 0.5 ) ) + _Time.x );
o.Specular = ( ( 1.0 - saturate( ( pow( dot( WorldNormalVector( i, float3(0,0,1) ) , worldViewDir ) , 2.0 ) - 0.1 ) ) ) * lerp( temp_cast_0 , saturate( tex2D( _TextureSample3,temp_cast_1) ) , _SoapAmount ) ).xyz;
o.Smoothness = _Smoothness;
o.Alpha = _Opacity;
o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos;
}
ENDCG
CGPROGRAM
#pragma multi_compile _ALPHAPREMULTIPLY_ON
#pragma surface surf StandardSpecular keepalpha finalcolor:RefractionF exclude_path:deferred vertex:vertexDataFunc
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_instancing
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
# include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float3 worldPos : TEXCOORD6;
float4 tSpace0 : TEXCOORD1;
float4 tSpace1 : TEXCOORD2;
float4 tSpace2 : TEXCOORD3;
float4 texcoords01 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
vertexDataFunc( v, customInputData );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
fixed4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.texcoords01.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandardSpecular o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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